Gary Napper
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Gary Napper

Game director

As game director at Supermassive Games (Until Dawn, Rush of Blood, TumbleVR) Gary is currently working in the exciting world of virtual reality. Previously at Sony as the lead designer at a new studio working with PlayStation VR. Gary is most recognised as the lead designer on the Bafta award winning Alien: Isolation, which also received six nominations including Best Game Design and holds over 60 other industry awards. He was responsible a large part of the game design on Alien: Isolation, including many core mechanics, world interactions, system designs and AI behaviours including the Alien creature itself. Subsequently he became the design director at Creative Assembly leading the early design team on the recently released Halo Wars 2 working with Microsoft and 343 Industries. His early career was with EA working with several teams on games such as Burnout, Black, Family Game Night and the Harry Potter series.


Events featuring Gary Napper

There's a Storm Coming...

Gary Napper | Supermassive Games
Michel Koch | DONTNOD
Raoul Barbet | DONTNOD

Game

There's a Storm Coming...

Gary Napper | Supermassive Games
Michel Koch | DONTNOD
Raoul Barbet | DONTNOD

Life is Strange captured the hearts and minds of gamers when it launched in 2015 with an aim to revolutionise story based choice and consequence games. Join co-Game Directors Michel Koch and Raoul Barbet in conversation with Gary Napper regarding this highly acclaimed episodic graphic adventure.

Game

Pitch club – The first rule is you DO talk about it

Gary Napper | Supermassive Games

You may have the best game design in the world, but if you can’t communicate what is great about it, you will find getting it out there a lot harder. In Pitch Club we focus on purely the method of delivery. The Message. How do you identify the best parts of your game? How do you talk about them? How should you approach pitching for funding? How should you approach being interviewed about your game? What should you concentrate on when given a chance to speak publicly about your game? This workshop breaks the process down and gives helpful advice and learnings on presenting, distilling your game into core components and how to pitch it in multiple environments.

One session (half day, Morning)
100 places £15

Workshops